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Thread: Thief 3 ESRGAN Textures & Videos Pack

  1. #1
    Member
    Registered: Feb 2012
    Location: Russia

    Thief 3 ESRGAN Textures & Videos Pack

    Thief 3 ESRGAN Textures & Videos Pack Optimized v2.0
    Overview
    I finally completed or nearly completed my mod for improving Thief 3 vanilla textures by processing them through ESRGAN AI Upscale, recreating missing normal maps and upcaling all the videos.

    ESRGAN models that were used (mostly from ESRGAN wiki https://upscale.wiki/wiki/Model_Database):
    Manga109Attempt by Kingdomakrillic
    mymanga109_250000 by patrikspacek
    Skyrim Misc by Deorder
    Skyrim Armory by Alsa
    Normal Maps by Alsa
    Skyrim Alpha by Deoder
    JPG (40-60%) A by Alsa
    JPG (60-80%) A by Alsa
    BC1 smooth 2.0 by BlueAmulet
    normal generator by LyonHrt
    rocks_100000 by I don't know who (It is not a nickname)
    ThiefGold by me (based on EP2 textures)
    ThiefGoldMod by me (based on EP2 textures)

    Concept for textures
    For some reasons a lot of vanilla textures in Thief 3 were already upscaled by the developers so most of the textures were bad quality. My assumption is this was done to reduce DXT BC1 compression artifacts in DDS files. So I took several steps:
    -run all textures through BC1 smooth 2.0 ESRGAN model (BC1 compression artifacts removal model)
    -created a two copy of de-artifacted textures (one original size one downscaled twice)
    -run two copies through 6-7 several upscaling models using ImageEnhancingUtility and its tiling option if necessary (if original texture was seamless)
    -chose one good looking final result from 12-14 textures. Most of the time preliminarily downscaled texures looked better after upscaling
    -manual edit if necessary by combining parts from several textures of from another upscale options. Sometime one texture had some ornament in good size which I can use in another texture with the same ornament etc

    A lot of textures in Thief 3 were missing normal maps or it is broken in some way. I upscaled all the normal maps using Normal Maps by Alsa or any other model with splitting RGB channels in ImageEnhancingUtility. For diffuse textures without normal maps I used normal generator by LyonHrt or Awesome Bump program to recreate them. And finally user snobel from TTLG specially created a tool for editing material files (MatLib) in Thief 3. So I fixed a lot of bugs in materials (material in game terms is a combination of diffuse texture (the texture itself) with normal map and any other maps and parameters - reflection, specular and so on)
    Here is a list of all the material from Thief 3 and things that were changed
    https://docs.google.com/spreadsheets...it?usp=sharing

    Concept for videos
    All the BIK cinematics from game were converted to separate frames. Frames were processed by JPG (40-60%) or JPG (60-80%) artifacts removal models. Some videos (based of quality) were converted to lossless x264 files and deinterlaced in XviD4PSP 5 program to remove some lines artifacts and converted back to frames. After that all frames were upscaled using Manga109Attempt model. Frames were downscaled to 1920xYYYY size and converted to videos, slightly filtered in XviD4PSP 5 program and compressed to final result in MKV container with x264 codec. One video was edited frame by frame in graphics editor to remove artifacts.

    Prerequisites
    You NEED to install Sneaky Upgrade: Unofficial patch for Thief 3 (https://www.ttlg.com/forums/showthread.php?t=138607) with at list one mod enabled (I suggest briefing videos and Collective Texture Pack since we will replace completely the second one). And I don't know why would you play Thief 3 without this community patch

    Installation
    0. Install Sneaky Upgrade: Unofficial patch for Thief 3

    1. Cinematics pack. Move all videos to this folder
    c:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Briefing Videos\Content\T3\VideoTextures\

    2. Textures and material labs
    Content of the MatLib folder to (create \MatLib\DynamicallyLoaded\ folders inside c:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Collective Texture Pack\Textures\Content\T3\):
    c:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Collective Texture Pack\Textures\Content\T3\MatLib\DynamicallyLoaded\

    Content of the Textures folder to:
    c:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Collective Texture Pack\Textures\Content\T3\PCTextures\DynamicallyLoaded\

    Content of the Menu folder:
    c:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Collective Texture Pack\Menu & Loading Screens\Content\T3\PCTextures\DynamicallyLoaded\

    P.S. You could use the mod path from any of the Sneaky Upgrade mods you installed. I just used Briefing Videos and Collective Texture Pack

    Download Links
    Videos/Cinematics
    https://cloud.mail.ru/public/3Zt1/47zuLVaeS
    (You could watch them on your computer by just renaming BIK extension to MKV)

    Textures
    New optimized version 2:
    https://cloud.mail.ru/public/4eck/3iUTuooJn

    Old first release, do not download this
    https://mega.nz/#!IpNCQSzC!kKSMkMp2-...L8mO0-xDip_inU

    Known Problems/Disadvantages
    Mod significantly increases loading times. I already optimized it by resizing normal maps to be the same size as diffuses and so on. But levels and saves still loads very long. Maybe this depends on the PC.

    Screenshots
    Example of textures
    https://imgsli.com/MTExNTY
    https://imgsli.com/MTExNTk/0/2
    https://imgsli.com/MTExOTQ

    Example of fixed normal map
    https://imgsli.com/MTEyNzk/2/4

    Example of restored normal map on the face
    https://imgsli.com/MTIyNzY

    Example of improvements in HUD
    https://imgsli.com/MTE4Njg

    Example of edited cinematic
    https://imgsli.com/MTEyMDk

    New screenshots:
    Normal map on the beard was restored while normal map on the chest was fixed in matlib to match diffuse texture
    https://imgsli.com/MTU1NTE

    Normal map for wall texture was absent. I restored it.
    https://imgsli.com/MTU1NTE/2/3

    Nothing special. Most textures in Thief 3 are so ugly that they do not improve much from ESRGAN. Normal map was restored on door
    https://imgsli.com/MTU1NTE/4/5

    Improvements visible mostly on wood textures. Some of them were lacking normal maps as always I think
    https://imgsli.com/MTU1NTE/6/7

    Better looking windows. Different in sign colors due to material change (from unassigned to metal or something like that). If it was metal when env_map was added.
    https://imgsli.com/MTU1NTI

    Not so blurry portrait, improved wood and improved normal map on the bricks (less square bugs)
    https://imgsli.com/MTU1NTI/2/3

    Normal map improved on the wall and wooden structure (I think there was no normal maps in the materials for this diffuses).
    https://imgsli.com/MTU1NTI/4/5

    You can clearly see the original flat (missing) normal map of the wall. Especially on the wooden planks.
    https://imgsli.com/MTU1NTI/6/7

    Better portrait and restored normal map
    https://imgsli.com/MTU1NTI/8/9

    I cannot say if it is right that visual style changed so much because a lot of bump details were missing in the vanilla. But for the last screenshot - both diffuse and normal maps were present in game, I didn't invented anything, developers just didn't made a proper connection in matlib file. So it was most likely a bug. Overall the quality of the original game is not so good with a lot of things that were forgotten or weren't activated or were confused.


    Special thanks
    To users Glypher and snobel from TTLG forums for providing feedback, technical details and coding material editing utility
    Last edited by Akven; 7th Jul 2020 at 02:03. Reason: new version

  2. #2
    Member
    Registered: Feb 2012
    Location: Russia
    I will try to create more screenshots ingame, but I am just too lazy for that and also lack of free time.
    Last edited by Akven; 26th Apr 2020 at 07:03.

  3. #3
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Awesome, man!

  4. #4
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    I can confirm it's perfectly working

  5. #5
    Member
    Registered: Feb 2012
    Location: Russia
    lowenz, what about loading times?

  6. #6
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    BAD (Files on an SSD)

  7. #7
    Sneaky Upgrader
    Registered: May 2007
    Congrats on release! Also just want to repeat my intention to make both this and your video mod easier to install with the next SU. I'll PM you about it at some point.

  8. #8
    Member
    Registered: Feb 2012
    Location: Russia
    New screenshots:
    Normal map on the beard was restored while normal map on the chest was fixed in matlib to match diffuse texture
    https://imgsli.com/MTU1NTE

    Normal map for wall texture was absent. I restored it.
    https://imgsli.com/MTU1NTE/2/3

    Nothing special. Most textures in Thief 3 are so ugly that they do not improve much from ESRGAN. Normal map was restored on door
    https://imgsli.com/MTU1NTE/4/5

    Improvements visible mostly on wood textures. Some of them were lacking normal maps as always I think
    https://imgsli.com/MTU1NTE/6/7

    Better looking windows. Different in sign colors due to material change (from unassigned to metal or something like that). If it was metal when env_map was added.
    https://imgsli.com/MTU1NTI

    Not so blurry portrait, improved wood and improved normal map on the bricks (less square bugs)
    https://imgsli.com/MTU1NTI/2/3

    Normal map improved on the wall and wooden structure (I think there was no normal maps in the materials for this diffuses).
    https://imgsli.com/MTU1NTI/4/5

    You can clearly see the original flat (missing) normal map of the wall. Especially on the wooden planks.
    https://imgsli.com/MTU1NTI/6/7

    Better portrait and restored normal map
    https://imgsli.com/MTU1NTI/8/9

    I cannot say if it is right that visual style changed so much because a lot of bump details were missing in the vanilla. But for the last screenshot - both diffuse and normal maps were present in game, I didn't invented anything, developers just didn't made a proper connection in matlib file. So it was most likely a bug. Overall the quality of the original game is not so good with a lot of things that were forgotten or weren't activated or were confused.

    If only anyone could do something with the long loading times...

  9. #9
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Those bumps....BEAUTIFUL !

  10. #10
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Waiting for the new release (for the 16th anniversary of TDS )

  11. #11
    Member
    Registered: Feb 2012
    Location: Russia
    No one reported any bugs. So no need for the new release. It's already done)

  12. #12
    Member
    Registered: Apr 2016
    Location: Strawberry Fields
    The bumps alone make it work it. Thanks for the effort mate. It's a shame the original game didn't release with those intact.

  13. #13
    Member
    Registered: Feb 2012
    Location: Russia
    In case if the game is too slow on loading, you could just apply additional normals for missing relief details.

    For this you need to copy only the matlib file and those textures, which had "_N" in filename.
    I think this could slightly boost performance.

    If anyone needs this - I can make a standalone archive with only relief changes.

  14. #14
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Quote Originally Posted by Akven View Post
    In case if the game is too slow on loading, you could just apply additional normals for missing relief details.
    ?

    Can you elaborate?

  15. #15
    Member
    Registered: Feb 2012
    Location: Russia
    ESRGAN Pack consist of two things:
    1. Upscaled game textures
    2. Fixed matlib file and additional normal maps

    MatLib file is a library which tells to the game engine about all the materials it could use.
    Material - is a combination of diffuse map, normal map, specular map, reflective map and so on, and parameters for this maps and the type of the surface (metal, glass, wood, carpet etc).
    Map makers do not use single textures when creating maps. They use materials.
    If it is a wall - wall material uses diffuse map (texture) as the base, normal map for the relief, reflection map for the reflections and so on.
    Vanilla Thief 3 had this issue that a lot of materials didn't had normal maps for them. Some materials even had normal map in textures folder, but it hadn't been applied in material library, so the wall hadn't any bumps/reliefs on it.
    With the program created by snobel I fixed all this issues, restored all the normal maps bindings in library. Also I recreated new normal maps for textures which hadn't any and added bindings for them to the materials library.
    It's 616 cases of editing.

    So what I wanted to say that:
    Because of the game engine loads really slow due to all the upscaled textures - I can create a standalone pack which will contain only the fixed part of the mod - fixed material library and additional normal maps for these fixes.

    You could try to install it yourself from the whole mod by installing/copying only fixed material library and only normal maps (textures with the _N prefix in their names). This way you will get Thief 3 with all the features of the restored normal maps but with satisfactory performance and with only slightly worse graphics than the whole mod itself.

  16. #16
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Thanks, so simply "DO NOT use the upscaled textures".
    That "additional" sounded strange

  17. #17
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Can you do the same for DXIW ?

  18. #18
    Member
    Registered: Feb 2012
    Location: Russia
    I think I can. In time

  19. #19
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Issue (Rescaling? Sneaky Upgrade?)


  20. #20
    Member
    Registered: Feb 2012
    Location: Russia
    Rescaling.
    Delete files:
    META_LOOT_Art.dds
    META_LOOT_Gems.dds
    META_LOOT_Metal.dds

  21. #21
    Member
    Registered: Feb 2012
    Location: Russia
    Well, I looked into Deus Ex: Invisible War
    It seems snobel's program for MatLibs works for Deus Ex as well. It easily decrypted materials into csv table. Most of the textures don't have normals, but some do

  22. #22
    Member
    Registered: Feb 2012
    Location: Russia
    Really funny thing: Deus Ex: Invisible War installation contains Thief Trailer (as promotion I think) - the same trailer which included with the Thief 3 installation.
    BUT
    Deus Ex trailer file MUCH better that the Thief trailer file. Without resize artifacts without compression artifacts and so on

    So I will reupscale this version and change final frames for the title

  23. #23
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    LOL!

  24. #24
    Member
    Registered: Nov 2013
    Hello
    nice upscale unfortunately loading times are rather slow Is it possible to pack this to block file and use as standard textures? And another question - did snobel shared his MatLib application? Currently i am working with some objects mod and this would be really helpful...

  25. #25
    Member
    Registered: Feb 2012
    Location: Russia
    Quote Originally Posted by szmotsu View Post
    nice upscale unfortunately loading times are rather slow Is it possible to pack this to block file and use as standard textures? And another question - did snobel shared his MatLib application? Currently i am working with some objects mod and this would be really helpful...
    A. I think of doing a light version of this mod with additional normals only.
    B. You could ask snobel in a couple of days, I think he well share his tool with the community.
    C. I started my attempt on Deus Ex 2. New thread here: https://www.ttlg.com/forums/showthread.php?t=150547

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